#ifndef __VERTEXLIGHTINGSHADER_H__
#define __VERTEXLIGHTINGSHADER_H__

#include "../GE_Base.h"

class VertexLightingShader : public Syp::Pass
{
public:
	VertexLightingShader();
	~VertexLightingShader(){};

	virtual void destroy();

	virtual bool runnableOnHardware();
///Setup done before pass is drawn. Stuff such as binding vertex/texture/normal/attribute streams can be done here. Transformations/software-skinning/rendertargets.
	virtual void preDraw(){};
///Any cleanup/popping of matrices/etc.. should be done here. Performed after the pass has been drawn.
	virtual void postDraw(){};
};

#endif //__VERTEXLIGHTINGSHADER_H__
